}
void CopyBody(float keepvelocity)
{SELFPARAM();
- entity oldself;
if (self.effects & EF_NODRAW)
return;
- oldself = self;
- self = spawn();
- self.enemy = oldself;
- self.lip = oldself.lip;
- self.colormap = oldself.colormap;
- self.iscreature = oldself.iscreature;
- self.teleportable = oldself.teleportable;
- self.damagedbycontents = oldself.damagedbycontents;
- self.angles = oldself.angles;
- self.v_angle = oldself.v_angle;
- self.avelocity = oldself.avelocity;
+ setself(spawn());
+ self.enemy = this;
+ self.lip = this.lip;
+ self.colormap = this.colormap;
+ self.iscreature = this.iscreature;
+ self.teleportable = this.teleportable;
+ self.damagedbycontents = this.damagedbycontents;
+ self.angles = this.angles;
+ self.v_angle = this.v_angle;
+ self.avelocity = this.avelocity;
self.classname = "body";
- self.damageforcescale = oldself.damageforcescale;
- self.effects = oldself.effects;
- self.glowmod = oldself.glowmod;
- self.event_damage = oldself.event_damage;
- self.anim_state = oldself.anim_state;
- self.anim_time = oldself.anim_time;
- self.anim_lower_action = oldself.anim_lower_action;
- self.anim_lower_time = oldself.anim_lower_time;
- self.anim_upper_action = oldself.anim_upper_action;
- self.anim_upper_time = oldself.anim_upper_time;
- self.anim_implicit_state = oldself.anim_implicit_state;
- self.anim_implicit_time = oldself.anim_implicit_time;
- self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
- self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
- self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
- self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
- self.dphitcontentsmask = oldself.dphitcontentsmask;
- self.death_time = oldself.death_time;
- self.pain_finished = oldself.pain_finished;
- self.health = oldself.health;
- self.armorvalue = oldself.armorvalue;
- self.armortype = oldself.armortype;
- self.model = oldself.model;
- self.modelindex = oldself.modelindex;
- self.skin = oldself.skin;
- self.species = oldself.species;
- self.movetype = oldself.movetype;
- self.solid = oldself.solid;
- self.ballistics_density = oldself.ballistics_density;
- self.takedamage = oldself.takedamage;
- self.customizeentityforclient = oldself.customizeentityforclient;
- self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
- self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
+ self.damageforcescale = this.damageforcescale;
+ self.effects = this.effects;
+ self.glowmod = this.glowmod;
+ self.event_damage = this.event_damage;
+ self.anim_state = this.anim_state;
+ self.anim_time = this.anim_time;
+ self.anim_lower_action = this.anim_lower_action;
+ self.anim_lower_time = this.anim_lower_time;
+ self.anim_upper_action = this.anim_upper_action;
+ self.anim_upper_time = this.anim_upper_time;
+ self.anim_implicit_state = this.anim_implicit_state;
+ self.anim_implicit_time = this.anim_implicit_time;
+ self.anim_lower_implicit_action = this.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = this.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = this.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = this.anim_upper_implicit_time;
+ self.dphitcontentsmask = this.dphitcontentsmask;
+ self.death_time = this.death_time;
+ self.pain_finished = this.pain_finished;
+ self.health = this.health;
+ self.armorvalue = this.armorvalue;
+ self.armortype = this.armortype;
+ self.model = this.model;
+ self.modelindex = this.modelindex;
+ self.skin = this.skin;
+ self.species = this.species;
+ self.movetype = this.movetype;
+ self.solid = this.solid;
+ self.ballistics_density = this.ballistics_density;
+ self.takedamage = this.takedamage;
+ self.customizeentityforclient = this.customizeentityforclient;
+ self.uncustomizeentityforclient = this.uncustomizeentityforclient;
+ self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
- self.velocity = oldself.velocity;
+ self.velocity = this.velocity;
self.oldvelocity = self.velocity;
- self.alpha = oldself.alpha;
- self.fade_time = oldself.fade_time;
- self.fade_rate = oldself.fade_rate;
- //self.weapon = oldself.weapon;
- setorigin(self, oldself.origin);
- setsize(self, oldself.mins, oldself.maxs);
- self.prevorigin = oldself.origin;
+ self.alpha = this.alpha;
+ self.fade_time = this.fade_time;
+ self.fade_rate = this.fade_rate;
+ //self.weapon = this.weapon;
+ setorigin(self, this.origin);
+ setsize(self, this.mins, this.maxs);
+ self.prevorigin = this.origin;
self.reset = SUB_Remove;
- Drag_MoveDrag(oldself, self);
+ Drag_MoveDrag(this, self);
if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + oldself.clientcolors;
+ self.colormap = 1024 + this.clientcolors;
CSQCMODEL_AUTOINIT(self);
- self.CopyBody_nextthink = oldself.nextthink;
- self.CopyBody_think = oldself.think;
+ self.CopyBody_nextthink = this.nextthink;
+ self.CopyBody_think = this.think;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(self);
animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
- self = oldself;
+ setself(this);
}
float player_getspecies()
attacker.accuracy.(accuracy_frags[w-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ excess = frag_damage;
- WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+ _WEP_ACTION(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
+ _WEP_ACTION(j, WR_RESETPLAYER);
ATTACK_FINISHED_FOR(self, j) = 0;
}
}
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head)
+ FOR_EACH_REALCLIENT(head)
if(head != source)
if(head.active_minigame == source.active_minigame)
sprint(head, msgstr);
void PrecachePlayerSounds(string f)
{
- float fh;
- string s;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
+ int fh = fopen(f, FILE_READ);
+ if (fh < 0)
return;
- while((s = fgets(fh)))
+ for (string s; (s = fgets(fh)); )
{
- if(tokenize_console(s) != 3)
+ int n = tokenize_console(s);
+ if (n != 3)
{
- LOG_TRACE("Invalid sound info line: ", s, "\n");
+ if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
continue;
}
PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
void VoiceMessage(string type, string msg)
{SELFPARAM();
- var .string sample;
float voicetype, ownteam;
float flood;
- sample = GetVoiceMessageSampleField(type);
+ var .string sample = GetVoiceMessageSampleField(type);
if(GetPlayerSoundSampleField_notFound)
{